Carbine Rifle
Assault rifle
The most balanced weapon. If buying only one, choose this.

The game has over fifty weapons, but five are decisive. The rest are variants or occasional novelties. This explains what is genuinely worth buying and why.
Click a column heading to sort
Values come from the bars shown by the game in shops and garages.
The bars are not actual measured performance. Rockstar simplifies them, and some vehicles feel different from their displayed values. Use them as a rough in-game comparison.
Check every value yourself: vehicles at Los Santos Customs and weapons at Ammu-Nation. The displayed bars are the values listed here.
| Category | |||||
|---|---|---|---|---|---|
| RPG | Heavy weapon | 100 | 8 | 50 | 70 |
| Sniper Rifle | Sniper rifle | 90 | 10 | 90 | 95 |
| Pump Shotgun | Shotgun | 68 | 25 | 20 | 15 |
| Carbine Rifle | Assault rifle | 40 | 60 | 60 | 60 |
| Assault Rifle | Assault rifle | 40 | 55 | 40 | 45 |
| Combat Pistol | Pistol | 27 | 45 | 45 | 35 |
| Micro SMG | Submachine gun | 22 | 75 | 30 | 25 |
Values range from 0 to 100, following the in-game displays.
Assault rifle
The most balanced weapon. If buying only one, choose this.
Assault rifle
Cheaper and available earlier than the Carbine, with lower medium-range accuracy.
Submachine gun
The only practical weapon for firing from a car, making it more useful than a rifle during pursuits.
Shotgun
Drops an enemy with one shot indoors but is nearly useless several metres away.
Sniper rifle
Needed in roughly three missions. At close range, reloading takes too long.
Pistol
A sidearm that lasts the whole game. Costlier pistols add too little value.
Heavy weapon
Keep it for helicopters at higher wanted levels; otherwise it is unnecessary.
Based on when you genuinely need them
| Category | Role | Strength | Weakness |
|---|---|---|---|
| Pistols | Sidearm | Quick to draw and available from the start | Small magazine and weak at range |
| Submachine guns | Close range and vehicle use | The only practical choice when firing from a car | Spread at longer range |
| Assault rifles | Primary weapon for most missions | Versatile at short and medium range | Awkward in confined spaces |
| Shotguns | Confined spaces | Drops an enemy with one shot at close range | Nearly ineffective several metres away |
| Sniper rifles | Specific missions | A reliable long-range hit | Reloading is fatal at close range |
| Heavy weapons | Helicopters and armoured vehicles | Destroys targets other weapons cannot penetrate | Slow, expensive ammunition and dangerous nearby |
| Melee weapons and grenades | Supplementary | Grenades and explosives are required in some missions | Melee weapons cannot compete with firearms |
The Combat Pistol lasts the whole game. Costlier variants add too little value.
The Micro SMG is cheap and invaluable in pursuits. The Assault SMG is better, but not decisively.
The Carbine Rifle has the best balance of accuracy and fire rate. If buying one weapon, choose it.
The Pump Shotgun is sufficient. The Assault Shotgun is faster but consumes ammunition rapidly.
The Sniper Rifle is needed in roughly three missions. A costlier version is unnecessary.
Keep an RPG for helicopters at higher wanted levels. Otherwise it is unnecessary.
Carry grenades and Sticky Bombs. Explosives are indispensable in heists and for destroying vehicles.
Ordered by usefulness
Ammu-Nation can modify weapons. Not every upgrade is useful, and one makes the game considerably easier.
Doubles the rounds available before reloading.
Is it worth it? Always buy it. Reloading during a firefight is the most common cause of death.
More accurate aiming at medium range.
Is it worth it? Useful on assault rifles, not submachine guns used at close range.
Reduces spread during long bursts.
Is it worth it? Useful on weapons fired continuously.
Higher damage, available for some weapons.
Is it worth it? Useful if affordable; the difference is apparent against armoured enemies.
Quieter shot with slightly lower damage.
Is it worth it? Only useful for quiet heist approaches; otherwise unnecessary.
Illuminates a target in darkness.
Is it worth it? Almost never useful, and it also reveals your position.
Michael's aiming slow motion makes an ordinary pistol more effective than an expensive rifle without it. Learn the ability before spending at Ammu-Nation.
Refill every weapon before a major mission. Shops are unavailable in a firefight and fallen enemies provide few rounds.
One explosive destroys a car full of enemies. Firearms require half a magazine and expose you to return fire.
Each character has separate equipment. A weapon bought for Michael is unavailable to Trevor, and switching gives no warning.
Purchase armour at Ammu-Nation before starting. It is unavailable during the mission and makes a decisive survival difference.
In the heists. Your crew and approach determine whether the quiet route is sufficient or you need full equipment.